File Formats

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DDS

Dds.jpg

Texture files

So you want to edit LFS files that are in DDS format? Several textures in LFS are in DDS format including lights, interiors, track signage, seats, steering wheels and several other game and car components. To customise some textures in LFS You will need to edit the appropriate DDS file. DDS files can be handled by Paint Shop Pro and Photoshop after installing the DDS plugin which can be found here:
http://developer.nvidia.com/object/nv_texture_tools.html

Although these files are hosted by Nvidia, they are not GPU-specific, so you can use them with any brand card. You don't need all of the files shown on that site. You can download a DDS viewer which can enable thumbnails in windows explorer or my computer and view them easily. There are various viewers available and all seem to work well enough. Grab the plugin if you want to edit DDS with one of the programs mentioned above.

The DDS files can be found in your LFS/data/dds folder. There are a few things to be aware of before you begin:

  • Once you have changed the DDS file all of the cars of that type will show that file, the texture is used universally. For example, if you customised the interior of the XF GTi, then all XF GTi's in your sim will have the customised interior. Unlike you car skin, these files are used on every car of that type.
  • Be wary of texture size. Yes I know, you've got a fast PC and it can do anything except make your bed, but still be wary of texture size. The default textures in LFS work very well, replacing a 30KB texture with a 300KB texture will use more resources. It is very easy to overdo it so be sensible and back up your files first.
  • When you save your customised file you will probably be presented with some complicated save options. Just try the default settings, in other words: don't worry too much about all the bells and whistles. If the option to generate mip maps is not selected then select it first but it should be on by default in most cases.
  • There is a plugin that you will need and it works for Adobe Photoshop and Jasc (recently purchased by Corel) Paint Shop Pro only. Both of these programs use the same plugin file. There is a 3DS MAX plugin too, but MAX users check your version first to see if the plugin is even required.

Please note that DDS files use an alpha layer in many cases. If you don't know what that means I suggest you consult your software's documentation and try experimenting with the DDS format files.

Remember to save your files back into DDS format!

PTH

Path nodes are a series of points with direction and width that describe the track that you drive along. LFS uses it to watch your progress along the track, decides if you are driving in reverse. They provide the data for the echoes and the lightmaps, hold information about which objects you can see from that point, define the left and right boundaries for the AI drivers and are also used in yellow and blue flag systems, the position list, timing and some other things. Their length is not constant but there is approximately 0.2 seconds of time between passing one node and the next, when you are driving at a reasonable speed.

PTH VERSION 9 - Path files for Live for Speed 0.8A
=============


The nodes are given by a fixed point position (X, Y, Z) and a
floating point direction (X, Y, Z)

A node is represented by a line perpendicular to its direction.

Outer and driving area left and right limits are given.


TYPES:

1) X,Y,Z int: 32-bit fixed point (fp) world coordinates (1 metre = 65536)
   X and Y are ground coordinates, Z is up.

2) float: 32 bit floating point number


FILE DESCRIPTION:

num   unit    offset  description
---   ----    ------  -----------

// system header
6     char    0       SRPATH            : do not read file if no match
1     byte    6       version           : 0 - do not read file if > 0
1     byte    7       revision          : 252 - do not read file if > 252

1     int     8       flags             : see NOTES

// local header
1     byte    12       mini_rev          : 9 - do not read file if > 252
1     byte    13      0
1     byte    14      0
1     byte    15      0

// number of nodes
1     word    16      num_nodes main
1     word    18      num_nodes pit 0
1     word    20      num_nodes pit 1
1     word    22      0

// approximate nodes near splits
1     int     24      split 0
1     int     28      split 1
1     int     32      split 2
1     int     36      split 3

// start position (pole)
1     int     40      X                 : fp
1     int     44      Y                 : fp
1     int     48      Z                 : fp
1     float   52      Heading           : float (heading in radians)

// nodes
NODE BLOCKS (main)
NODE BLOCKS (pit 0)
NODE BLOCKS (pit 1)

NODE BLOCK DESCRIPTION:

1     byte    0       node_flags        : see NOTES
1     byte    1       0
1     byte    2       0
1     byte    3       0
1     int     4       centre X	        : fp
1     int     8       centre Y          : fp
1     int     12      centre Z          : fp
1     float   16      dir X             : float
1     float   20      dir Y             : float
1     float   24      dir Z             : float
1     float   28      limit left        : outer limit
1     float   32      limit right       : outer limit
1     float   36      drive left        : road limit
1     float   40      drive right       : road limit

NOTES:

// bits for path flags
#define PATHF_LOOP          1
#define PATHF_RECT          2
#define PATHF_ROUTE         4
#define PATHF_ALLOW_FLIP    8

// bits for node_flags
#define NF_LEFT             1
#define NF_RIGHT            2
#define NF_HIGH             4
#define NF_WALLED           8

TXT

Language Files, they are used as language packs to translate LFS to a selected list of languages.

Visit How to translate page for more information.

Thanks to Eold, we have a translation utility program which makes it easier to make language packs. See the enclosed README.txt for more information.
http://www.lfs.net/file_lfs.php?name=LFSTranslator.zip

SET

Thanks to colcob for originally working this format out for v0.3H ([1]), Bob Smith for updating it for v0.5P([2]), Woz for updating the bit field values for passengers, and back to Bob Smith for updating it for v0.5X/Y. The format was updated again following v0.6V.

TYPES :
=======

char : 1-byte ASCII character
byte : 1-byte integer
word : 2-byte unsigned integer
float: 4-byte float


Offset	Type	num	Description
------	----	---	-----------

  0	char	6	Description (always SRSETT)
  6	byte	1	0
  7	byte	1	LFS Internal Version (was 250 for ages, then 251, currently 252) [ignore this number]
  8	byte	1	File format version (currently 3) [check this number]
  9	byte	3	0
 12	byte	1	Bit 7 (Patch X Setup=1, older set=0) - used for pre-load handling
                        Bit 2 (ABS On=1, Off=0)
                        Bit 1 (Traction Control On=1, Off=0)
                        Bit 0 (Asymmetrical On=1, Off=0)
 13	byte	1	Unknown, seems to hold random values
 14	byte	1	Handicap Mass Position
 15	byte	1	Tyre Brand (0=Cromo Plain, 1=Cromo, 2=Torro, 3=Michelin, 4=Evostar)
 16	float	1	Brake Strength (Nm)
 20	byte	1	Rear Wing Angle
 21	byte	1	Front Wing Angle
 22	byte	1	Voluntary Handicap Mass
 23	byte	1	Voluntary Intake Restriction
 24	byte	1	Max Steering Lock
 25	byte	1	Parallel Steering
 26 	byte 	1	Brake Balance
 27	byte	1	Engine Brake Reduction
 28	byte	1	Centre Diff Type (0=Open, 1=Viscous)
 29	byte	1	Centre Diff Viscous Torque
 30	byte	1	0
 31	byte	1	Centre Diff Torque Split
 32	word	1	Gear Ratio 7 (0 to 65534 = 0.5 to 7.5)
 34	word	1	Gear Ratio Final (0 to 65534 = 0.5 to 7.5)
 36 	word	1	Gear Ratio 1 (0 to 65534 = 0.5 to 7.5)
 38	word	1	Gear Ratio 2 (0 to 65534 = 0.5 to 7.5)
 40	word	1	Gear Ratio 3 (0 to 65534 = 0.5 to 7.5)
 42	word	1	Gear Ratio 4 (0 to 65534 = 0.5 to 7.5)
 44	word	1	Gear Ratio 5 (0 to 65534 = 0.5 to 7.5)
 46	word	1	Gear Ratio 6 (0 to 65534 = 0.5 to 7.5)
 48	byte	1	Passenger (4 2bit fields). Passengers are located in the byte
                        at the following locations

                        76|54|32|10
                        --+--+--+--
                        RR|RC|RL|FR

                        The individual passenger types are identified as follows.

                        00 = None
                        01 = Male
                        10 = Female

 49	byte	1	Car Config (roof on LX4/6 and UF1)
 50	byte	1	Traction Control Slip (divide by ten)
 51	byte	1	Traction Control Engage Speed

 52	float	1	Rear Ride Height (NOT spring motion range)
 56	float	1	Rear Spring Stiffness (N/mm)
 60	float	1	Rear Compression/Bump Damping (N/mm)
 64	float	1	Rear Rebound Damping (N/mm)
 68	float	1	Rear Anti Roll Bar Stiffness (N/mm)
 72	float	1	Handbrake Strength (N.m)
 76	byte	1	Rear Toe (0=-0.9deg, 9=0deg, 18=0.9deg)
 77	byte	1	Rear Caster (i.e. always zero)
 78	byte	1	Rear Tyre Type (0 through 7 is R1 through Knobbly, in order of grip)
 79	byte	1	0
 80	byte 	1	Rear Left Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 81	byte 	1	Rear Right Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
 82	byte	1	Rear Tyre Size (when using ALTERNATE configuration on GTR cars, 0 through 5 to 9 depending on the car)
 83	byte	1	Rear Diff Clutch Pack Pre-load (multiply by ten)
 84	byte	1	Rear Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack)
 85	byte	1	Rear Viscous Torque
 86	byte	1	Rear Power Locking
 87	byte	1	Rear Coast Locking
 88	word	1	Rear Left Tyre Pressure (kPa)
 90	word	1	Rear Right Tyre Pressure (kPa)

 92	float	1	Front Ride Height (NOT spring motion range)
 96	float	1	Front Spring Stiffness (N/mm)
100	float	1	Front Bump/Compression Damping (N/mm)
104	float	1	Front Rebound Damping (N/mm)
108	float	1	Front Anti Roll Bar Stiffness (N/mm)
112	byte	4	0
116	byte	1	Front Toe In (0=-0.9deg, 9=0deg, 18=0.9deg)
117	byte	1	Front Caster (need to divide by ten)
118	byte	1	Front Tyre Type (0 through 7 is R1 through Knobbly, in order of grip)
119	byte	1	0
120	byte	1	Front Left Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
121	byte	1	Front Right Camber Adjust ( 45=0.0deg, 0=-4.5deg, 90=4.5deg)
122	byte	1	Front Tyre Size (when using ALTERNATE configuration on GTR cars, 0 through 5 to 9 depending on the car)
123	byte	1	Front Diff Clutch Pack Pre-load (multiply by ten)
124	byte	1	Front Diff Type (0=Open, 1=Locked, 2=Viscous, 3=Clutch Pack)
125	byte	1	Front Viscous Torque
126	byte	1	Front Power Locking
127	byte	1	Front Coast Locking
128	word	1	Front Left TyrePressure (kPa)
130	word	1	Front Right TyrePressure (kPa)

Note that some values can be "wrong" for mods: for instance, if the mod does not allow ABS, the setup file can still have ABS=1 if the default setup has this setting (it can be fixed by allowing ABS, disabling it, and then disallowing it).

LYT

These are Layout files, and govern how things are set out on an AutoX track. As of version 0.8B, the maximum number of objects per layout is 3,600.

LYT FILES : Live for Speed 0.8A
=========

Live for Speed Layout File Format
This document refers to the .LYT files created in the Layout Editor
The OBJECT BLOCK is also used in related InSim packets


Changes in 0.6H
===============
Floating objects allowed
Added custom start positions
Adjustable concrete objects included
Zchar changed to Zbyte - negative values no longer used
Index 255 now refers only to route checkers
Index 254 now refers to a restricted area
Changes to Flags byte in NOTE1 below
The flags byte in the file header has also changed


Changes in 0.8A
===============
Updated layout objects
- various objects now have a colour and mapping (in Flags - see NOTE1)
- 38 of the old objects are replaced by another object + colour or mapping
- for example AXO_CONE_GREEN is now AXO_CONE1 with colour '3'
- see the table in NOTE6 for information about the conversion
File header 'flags' byte changed to a layout revision number 'mini_rev'
New marshal object with Index 240 replaces marshals in restricted areas


TYPES
=====
short : 16 bit signed integer
word  : 16 bit unsigned
char  : 8 bit signed
byte  : 8 bit unsigned


FILE DESCRIPTION
================

num   unit    offset  description
---   ----    ------  -----------

HEADER BLOCK

6     char    0       LFSLYT              : do not read file if no match
1     byte    6       version             : do not read file if > 0
1     byte    7       revision            : do not read file if > 252
1     word    8       num added objects   : number of OBJECT BLOCKS
1     byte    10      laps                : number
1     byte    11      mini_rev            : 9 in new files  - see NOTE4
......OBJECT BLOCKS


OBJECT BLOCK

1     short   0       X                   : position (1 metre = 16)
1     short   2       Y                   : position (1 metre = 16)
1     byte    4       Zbyte               : height (1m = 4) - see NOTE3
1     byte    5       Flags               : various         - see NOTE1
1     byte    6       Index               : object index    - see NOTE1/5
1     byte    7       Heading             : heading         - see NOTE2


NOTE1
-----
For all objects except the concrete objects AXO_CONCRETE_SLAB etc.

if (Flags & 0x80) // highest bit of Flags is set
{
    // floating object - remains at altitude specified by Zbyte
}

How to distinguish between physical objects and special control objects
like start positions, checkpoints, finish line and marshal circles.

if (Index==0) // special control object
{
    // Heading has its usual meaning

    // Flags byte :
    // bits 0 to 1 :
    // 00 = Start position (if width = 0) or finish line (if width > 0)
    // 01 = Checkpoint 1
    // 10 = Checkpoint 2
    // 11 = Checkpoint 3
    // bits 2 to 6 :
    // half width in metres (1 to 31 - shifted left by 2 bits)
}

if (Index >= 4 && Index < 192) // an object from the list in NOTE5
{
    // Heading has its usual meaning

    if (Index >= AXO_TYRE_SINGLE && Index <= AXO_TYRE_STACK4_BIG)
    {
        // Tyres - 3 bits for colour
        int c_num = Flags & 0x07; // BLACK, WHITE, RED, BLUE, GREEN, YELLOW
    }
    else if (Index >= AXO_CHALK_LINE && Index <= AXO_CHALK_RIGHT3)
    {
        // Chalk - 2 bits for colour
        int c_num = Flags & 0x03; // WHITE, RED, BLUE, YELLOW
    }
    else if (Index >= AXO_START_POSITION && Index <= AXO_PIT_START_POINT)
    {
        // Start position - 6 bits for position index
        int x_num = Flags & 0x3f; // 0 to 47 (start pos 1 to 48)
    }
    else if (Index >= AXO_PAINT_LETTERS && Index <= AXO_PAINT_ARROWS)
    {
        int c_num = Flags & 0x01; // 1 bit for colour (white/yellow)
        int m_num = (Flags & 0x7e) >> 1; // 6 bits for mapping
    }
    else if (Index >= AXO_CONCRETE_SLAB && Index <= AXO_CONCRETE_RAMP_WALL)
    {
        // Concrete objects - always floating regardless of 0x80 bit
        // Flags byte contains various attributes depending on the object
        // In this version each concrete object has three attributes

        Attributes:

        NAME     BITS        VALUES
        Width  : 0x03 >> 0 : 2, 4, 8, 16
        Length : 0x0c >> 2 : 2, 4, 8, 16
        Size X : 0x03 >> 0 : 0.25, 0.5, 0.75, 1
        Size Y : 0x0c >> 2 : 0.25, 0.5, 0.75, 1
        Height : 0xf0 >> 4 : 0.25 to 4 in steps of 0.25
        Pitch  : 0xf0 >> 4 : 0 to 90 in steps of 6 degrees
        Colour : 0x03 >> 0 : grey / red / blue / yellow
        Angle  : 0xf0 >> 4 : 5.625 to 90 in steps of 5.625 deg

        Attributes used by each object:

        AXO_CONCRETE_SLAB            : Width  / Length / Pitch
        AXO_CONCRETE_RAMP            : Width  / Length / Height
        AXO_CONCRETE_WALL            : Colour / Length / Height
        AXO_CONCRETE_PILLAR          : Size X / Size Y / Height
        AXO_CONCRETE_SLAB_WALL       : Colour / Length / Pitch
        AXO_CONCRETE_RAMP_WALL       : Colour / Length / Height
        AXO_CONCRETE_SHORT_SLAB_WALL : Colour / Size Y / Pitch
        AXO_CONCRETE_WEDGE           : Colour / Length / Angle
    }
    else if (Index >= AXO_LETTER_BOARD_WY && Index <= AXO_LETTER_BOARD_RB)
    {
        int c_num = Flags & 0x01; // 1 bit for colour
        int m_num = (Flags & 0x7e) >> 1; // 6 bits for mapping
    }
    else if (main_index < AXO_NUM) // default bits for other objects
    {
        int c_num = Flags & 0x07; // 3 bits for colour
        int m_num = (Flags & 0x78) >> 3; // 4 bits for mapping
    }
}

if (Index==240) // a marshal
{
    // Flags byte :
    // bits 0 to 1 :
    // 00 = standing marshal
    // 01 = marshal pointing left
    // 10 = marshal pointing right
}

if (Index==252) // InSim checkpoint
{
    // Checkpoint index is stored in Flags bits 0 and 1
    // 00 = finish line
    // 01 = 1st checkpoint
    // 10 = 2nd checkpoint
    // 11 = 3rd checkpoint
}

if (Index==253) // InSim circle
{
    // Circle index is stored in the Heading byte
}

if (Index==254) // a restricted area circle
{
    // Flags byte :
    // bits 2 to 6 :
    // radius in metres (1 to 31 - shifted left by 2 bits)
}

if (Index==255) // route checker circle
{
    // Route index is stored in the Heading byte

    // Flags byte :
    // bits 2 to 6 :
    // radius in metres (1 to 31 - shifted left by 2 bits)
}


NOTE2
-----
Heading represents 360 degrees in 256 values.

Heading = (heading_in_degrees + 180) * 256 / 360

128 : heading of zero
192 : heading of 90 degrees
0   : heading of 180 degrees
64  : heading of -90 degrees


NOTE3
-----
About Zbyte, the approximate altitude :

LFS does contact checks to place objects accurately on the ground.

For output purposes : Zbyte indicates the approximate altitude with a value 
from 0 to 240 (60 metres).

For input purposes : The ground check is performed with a test ray starting 
from 2 metres above Zbyte.  Using a value lower than 240 allows objects to
be placed on the road below a bridge, for example.  If you are creating
objects from scratch and you are not sure of the approximate altitude, you
can set Zbyte to its maximum value (240).  This will place the object on
the first physical surface detected below that point.


NOTE4
-----
If the file is saved in the most recent format, the mini_rev byte is 9.

mini_rev < 1 : correct for the Blackwood scaling (multiply by 0.927)
mini_rev < 3 : convert to universal layout objects (new in 0.5Z34)
mini_rev < 7 : convert to the 0.6H file format (introduced in 0.6G3)
mini_rev < 8 : Blackwood car park layouts subtract 40 metres from X
mini_rev < 9 : convert to 0.8A objects with colours and mappings (NOTE6)


NOTE5
-----
The first valid object index is 4 (AXO_CHALK_LINE).
The gaps are to allow for future objects.
Valid object indices are all less than 192.
Comments "// was AXO_x" : see conversion table (NOTE6).

AXO_NULL,
AXO_1,
AXO_2,
AXO_3,
AXO_CHALK_LINE,
AXO_CHALK_LINE2,
AXO_CHALK_AHEAD,
AXO_CHALK_AHEAD2,
AXO_CHALK_LEFT,
AXO_CHALK_LEFT2,
AXO_CHALK_LEFT3,
AXO_CHALK_RIGHT,
AXO_CHALK_RIGHT2,
AXO_CHALK_RIGHT3,
AXO_14,
AXO_15,
AXO_PAINT_LETTERS,
AXO_PAINT_ARROWS,
AXO_18,
AXO_19,
AXO_CONE1,
AXO_CONE2,
AXO_22, // was AXO_CONE_RED3
AXO_23, // was AXO_CONE_BLUE
AXO_24, // was AXO_CONE_BLUE2
AXO_25, // was AXO_CONE_GREEN
AXO_26, // was AXO_CONE_GREEN2
AXO_27, // was AXO_CONE_ORANGE
AXO_28, // was AXO_CONE_WHITE
AXO_29, // was AXO_CONE_YELLOW
AXO_30, // was AXO_CONE_YELLOW2
AXO_31,
AXO_CONE_TALL1,
AXO_CONE_TALL2,
AXO_34,
AXO_35,
AXO_36,
AXO_37,
AXO_38,
AXO_39,
AXO_CONE_POINTER,
AXO_41, // was AXO_CONE_PTR_BLUE
AXO_42, // was AXO_CONE_PTR_GREEN
AXO_43, // was AXO_CONE_PTR_YELLOW
AXO_44,
AXO_45,
AXO_46,
AXO_47,
AXO_TYRE_SINGLE,
AXO_TYRE_STACK2,
AXO_TYRE_STACK3,
AXO_TYRE_STACK4,
AXO_TYRE_SINGLE_BIG,
AXO_TYRE_STACK2_BIG,
AXO_TYRE_STACK3_BIG,
AXO_TYRE_STACK4_BIG,
AXO_56,
AXO_57,
AXO_58,
AXO_59,
AXO_60,
AXO_61,
AXO_62,
AXO_63,
AXO_MARKER_CORNER,
AXO_65, // was AXO_MARKER_CURVE_R
AXO_66, // was AXO_MARKER_L
AXO_67, // was AXO_MARKER_R
AXO_68, // was AXO_MARKER_HARD_L
AXO_69, // was AXO_MARKER_HARD_R
AXO_70, // was AXO_MARKER_L_R
AXO_71, // was AXO_MARKER_R_L
AXO_72, // was AXO_MARKER_S_L
AXO_73, // was AXO_MARKER_S_R
AXO_74, // was AXO_MARKER_S2_L
AXO_75, // was AXO_MARKER_S2_R
AXO_76, // was AXO_MARKER_U_L
AXO_77, // was AXO_MARKER_U_R
AXO_78,
AXO_79,
AXO_80,
AXO_81,
AXO_82,
AXO_83,
AXO_MARKER_DISTANCE,
AXO_85, // was AXO_DIST50
AXO_86, // was AXO_DIST75
AXO_87, // was AXO_DIST100
AXO_88, // was AXO_DIST125
AXO_89, // was AXO_DIST150
AXO_90, // was AXO_DIST200
AXO_91, // was AXO_DIST250
AXO_LETTER_BOARD_WY,
AXO_LETTER_BOARD_RB,
AXO_94,
AXO_95,
AXO_ARMCO1,
AXO_ARMCO3,
AXO_ARMCO5,
AXO_99,
AXO_100,
AXO_101,
AXO_102,
AXO_103,
AXO_BARRIER_LONG,
AXO_BARRIER_RED,
AXO_BARRIER_WHITE,
AXO_107,
AXO_108,
AXO_109,
AXO_110,
AXO_111,
AXO_BANNER,
AXO_113, // was AXO_BANNER2
AXO_114,
AXO_115,
AXO_116,
AXO_117,
AXO_118,
AXO_119,
AXO_RAMP1,
AXO_RAMP2,
AXO_122,
AXO_123,
AXO_VEH_SUV,
AXO_VEH_VAN,
AXO_VEH_TRUCK,
AXO_VEH_AMBULANCE,
AXO_SPEED_HUMP_10M,
AXO_SPEED_HUMP_6M,
AXO_SPEED_HUMP_2M,
AXO_SPEED_HUMP_1M,
AXO_KERB,
AXO_133,
AXO_134,
AXO_135,
AXO_POST,
AXO_137, // was AXO_POST_ORANGE
AXO_138, // was AXO_POST_RED
AXO_139, // was AXO_POST_WHITE
AXO_MARQUEE,
AXO_141,
AXO_142,
AXO_143,
AXO_BALE,
AXO_BIN1,
AXO_BIN2,
AXO_RAILING1,
AXO_RAILING2,
AXO_START_LIGHTS1,
AXO_START_LIGHTS2,
AXO_START_LIGHTS3,
AXO_152,
AXO_153,
AXO_154,
AXO_155,
AXO_156,
AXO_157,
AXO_158,
AXO_159,
AXO_SIGN_METAL,
AXO_161, // was AXO_SIGN_KEEP_RIGHT
AXO_162,
AXO_163,
AXO_SIGN_CHEVRON_LEFT,
AXO_SIGN_CHEVRON_RIGHT,
AXO_166,
AXO_167,
AXO_SIGN_SPEED,
AXO_169, // was AXO_SIGN_SPEED_50
AXO_170,
AXO_171,
AXO_CONCRETE_SLAB,
AXO_CONCRETE_RAMP,
AXO_CONCRETE_WALL,
AXO_CONCRETE_PILLAR,
AXO_CONCRETE_SLAB_WALL,
AXO_CONCRETE_RAMP_WALL,
AXO_CONCRETE_SHORT_SLAB_WALL,
AXO_CONCRETE_WEDGE,
AXO_180,
AXO_181,
AXO_182,
AXO_183,
AXO_START_POSITION,
AXO_PIT_START_POINT,
AXO_PIT_STOP_BOX,
AXO_187,
AXO_188,
AXO_189,
AXO_190,
AXO_191,


NOTE6
-----
Conversion to 0.8A objects

struct ObjConvert_U1
{
    byte OldIndex;
    byte NewIndex;
    byte NewAXCol;   // Flags & 0x07
    byte NewMapping; // (Flags & 0x78) >> 3
};

const int OC_UPDATE_NUM = 38; // 38 old style objects are mapped to new ones

ObjConvert_U1 OC_UPDATE[OC_UPDATE_NUM] =
{
  {  22,  AXO_CONE1, 0,  0 }, // AXO_CONE_RED3
  {  23,  AXO_CONE1, 1,  0 }, // AXO_CONE_BLUE
  {  24,  AXO_CONE2, 2,  0 }, // AXO_CONE_BLUE2
  {  25,  AXO_CONE1, 3,  0 }, // AXO_CONE_GREEN
  {  26,  AXO_CONE2, 3,  0 }, // AXO_CONE_GREEN2
  {  27,  AXO_CONE2, 4,  0 }, // AXO_CONE_ORANGE
  {  28,  AXO_CONE1, 5,  0 }, // AXO_CONE_WHITE
  {  29,  AXO_CONE1, 6,  0 }, // AXO_CONE_YELLOW
  {  30,  AXO_CONE2, 6,  0 }, // AXO_CONE_YELLOW2

  {  41,  AXO_CONE_POINTER, 2,  0 }, // AXO_CONE_PTR_BLUE
  {  42,  AXO_CONE_POINTER, 3,  0 }, // AXO_CONE_PTR_GREEN
  {  43,  AXO_CONE_POINTER, 6,  0 }, // AXO_CONE_PTR_YELLOW

  {  65,  AXO_MARKER_CORNER, 0,  1 }, // AXO_MARKER_CURVE_R
  {  66,  AXO_MARKER_CORNER, 0,  2 }, // AXO_MARKER_L
  {  67,  AXO_MARKER_CORNER, 0,  3 }, // AXO_MARKER_R
  {  68,  AXO_MARKER_CORNER, 0,  4 }, // AXO_MARKER_HARD_L
  {  69,  AXO_MARKER_CORNER, 0,  5 }, // AXO_MARKER_HARD_R
  {  70,  AXO_MARKER_CORNER, 0,  6 }, // AXO_MARKER_L_R
  {  71,  AXO_MARKER_CORNER, 0,  7 }, // AXO_MARKER_R_L
  {  72,  AXO_MARKER_CORNER, 0,  8 }, // AXO_MARKER_S_L
  {  73,  AXO_MARKER_CORNER, 0,  9 }, // AXO_MARKER_S_R
  {  74,  AXO_MARKER_CORNER, 0, 10 }, // AXO_MARKER_S2_L
  {  75,  AXO_MARKER_CORNER, 0, 11 }, // AXO_MARKER_S2_R
  {  76,  AXO_MARKER_CORNER, 0, 12 }, // AXO_MARKER_U_L
  {  77,  AXO_MARKER_CORNER, 0, 13 }, // AXO_MARKER_U_R

  {  85,  AXO_MARKER_DISTANCE, 0, 1 }, // AXO_DIST50
  {  86,  AXO_MARKER_DISTANCE, 0, 2 }, // AXO_DIST75
  {  87,  AXO_MARKER_DISTANCE, 0, 3 }, // AXO_DIST100
  {  88,  AXO_MARKER_DISTANCE, 0, 4 }, // AXO_DIST125
  {  89,  AXO_MARKER_DISTANCE, 0, 5 }, // AXO_DIST150
  {  90,  AXO_MARKER_DISTANCE, 0, 6 }, // AXO_DIST200
  {  91,  AXO_MARKER_DISTANCE, 0, 7 }, // AXO_DIST250

  { 113,  AXO_BANNER, 0, 1 }, // AXO_BANNER2

  { 137,  AXO_POST, 1, 0 }, // AXO_POST_ORANGE
  { 138,  AXO_POST, 2, 0 }, // AXO_POST_RED
  { 139,  AXO_POST, 3, 0 }, // AXO_POST_WHITE

  { 161,  AXO_SIGN_METAL, 0, 1 }, // AXO_SIGN_KEEP_RIGHT
	
  { 169,  AXO_SIGN_SPEED, 0, 1 }, // AXO_SIGN_SPEED_50
};

// only call if (info->Index >= 22 && info->Index < 172 && info->Flags==0)

void ConvertObject(ObjectInfo *info)
{
    ObjConvert_U1 *oc = OC_UPDATE;
    for (int i=0; i<OC_UPDATE_NUM; i++)
    {
        if (info->Index==oc->OldIndex) // should be replaced
        {
            info->Index = oc->NewIndex;
            info->Flags = oc->NewAXCol | oc->NewMapping << 3;
        }
        oc++;
    }
}


NOTE7
-----
Colours and names for mappings as displayed in the layout editor

Col kerb_button_cols[16] =
{
	{ 222, 225, 222 }, // white
	{ 200, 202, 202 },
	{ 101, 108, 113 }, // grey
	{  99, 106, 112 },
	{ 190,  75,  69 }, // red
	{ 175,  74,  69 },
	{  72, 115, 179 }, // blue
	{  69, 106, 165 },
	{  51, 175, 203 }, // cyan
	{  52, 163, 190 },
	{  52, 176,  89 }, // green
	{  55, 156,  86 },
	{ 215, 116,  62 }, // orange
	{ 182, 109,  66 },
	{ 209, 169,  58 }, // yellow
	{ 179, 149,  62 },
};

ccs axo_name_arrows[7] =
{
	"Left",
	"Right",
	"Straight L",
	"Straight R",
	"Curve L",
	"Curve R",
	"Straight On",
};

ccs axo_name_letters[49] =
{
	"A", "B", "C", "D", "E", "F", "G", "H",
	"I", "J", "K", "L", "M", "N", "O", "P",
	"Q", "R", "S", "T", "U", "V", "W", "X",
	"Y", "Z", Char::DigL, Char::DigR, Char::DigU, Char::DigD, "#", "@",
	"0", "1", "2", "3", "4", "5", "6", "7",
	"8", "9", ".", ":", "/", "(", ")", "&",
	"blank"
};

ccs axo_name_marker_corner[16] =
{
	"Curve L",
	"Curve R",
	"L",
	"R",
	"Hard L",
	"Hard R",
	"L R",
	"R L",
	"S L",
	"S R",
	"S2 L",
	"S2 R",
	"U L",
	"U R",
	"Kink L",
	"Kink R",
};

ccs axo_name_marker_distance[8] =
{
	"25",
	"50",
	"75",
	"100",
	"125",
	"150",
	"200",
	"250",
};

ccs axo_name_sign_metal[8] =
{
	"Keep Left",
	"Keep Right",
	"Left",
	"Right",
	"Up Left",
	"Up Right",
	"Forward",
	"No Entry",
};

ccs axo_name_sign_speed[4] =
{
	"80 km/h",
	"50 km/h",
	"50 mph",
	"40 mph",
};

DRV

These files contain the data on the AI drivers. This format was "discovered" around 0.3G, and it is unknown if they have been changed recently ([3]).

TYPES :
=======

char : 1-byte ascii character
byte : 1-byte integer
word : 2-byte integer
int  : 4-byte integer, lowest byte first

FILE DESCRIPTION :
==================

num     unit    offset      description
---     ----    ------      -----------
6       char         0      SRAINM              : do not read file if no match
1       byte         6      unknown		: 0x00 ?
1       byte         7      unknown             : 0xF6 Version?
1       byte         8      num AIs             : Number of AI Names in that file?
3       byte         9      unknown             : 3 bytes unknown

AI Data: Repeat (num AIs) times.

24      char         0      Name                : AI's playername (Fill with 0x00)
8       char        24      Plate               : Numberplate label (Fill with 0x00)
1       byte        32      Gender              : 0x00 == Male, 0x01 == Female
3      	byte        33      unknown             : 3 bytes unknown

BANS

The file format of the bans file ([4]).

Notes :

The 64 bit "Time" values are obtained from GetSystemTimeAsFileTime.
Meaning : number of 100-nanosecond intervals since January 1, 1601.
One hour (HOUR_TIME) = 36000000000

Demo ban expiry : time - ban->Time > 12 * HOUR_TIME
Name ban expiry : time - ban->Time > ban->BanHours * HOUR_TIME

The bans are loaded into memory when :
- the program starts up.

The bans are saved to disk when :
- bans are cleared
- a new ban is added
- the program exits

file format
-----------
6 chars     LFSBAN
1 byte      0
1 byte      version (246 - do not read file if increased)
1 integer   num_demo_bans
[demo ban * num_demo_bans]
1 integer   num_name_bans
[name ban * num_name_bans]

demo_ban
--------
in_addr     IP address
__int64     Time

name_ban
--------
24 chars    user name
__int64     Time
integer     BanHours
integer     Space

RAF

LFS Replay Analysers work by reading a RAF file created by Live for Speed and displaying the data in their own way on graphs or map displays.

To create a RAF file, record a single player replay and then watch the replay. At any time during the lap BEFORE the lap you wish to analyse, press Esc and click on Output lap data and type in a name for the RAF file. Output will start when the car crosses the finish line. The RAF will be stored in the lfs/data/raf folder.

Replay Analyser File Version 2
==============================

RAF format for LFS S2


NOTE 1 : (about reading the file)
========

Please take note of and use the following variable fields :

(A) header size         (first data block's offset within file)
(B) block size          (size of one data block)
(C) wheel block size    (size of a dynamic wheel block)
(D) wheel block offset  (offset of wheel block within data block)

The above numbers may be increased with no change to the RAF version.


NOTE 2 : (about centre of gravity and reference positions)
========

In S1 time, position of car was the position of the CoG, so
wheel positions were given relative to the CoG.

In earlier versions of S2, CoG changed with fuel usage,
so the wheel positions were given relative to the CoG with no fuel.

Since S2 Alpha 0.5V the car's position is given as the position of
a fixed, central reference point at approximately the lowest point of
the car's body.  Wheel positions are given relative to this point.

More static info can be extracted from the CAR_info.bin files,
which can be exported from the Garage by pressing the letter O.


NOTE 3 :
========
Added for version 0.5X : short track name (at offset 24)


NOTE 4 :
========
Added for version 0.5Z : approximate G values in data blocks
Added for version 0.5Z : update interval and slip fraction


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------

HEADER BLOCK : 1024 bytes (A)

6     char    0       LFSRAF              : do not read file if no match
1     byte    6       game version        : ignore
1     byte    7       game revision       : ignore
1     byte    8       RAF version (2)     : do not read if increased
1     byte    9       update interval     : ms (normally 10 / hlvc 100)
2     byte    10      0                   :
1     word    12      header size         : data blocks start    (A)
1     word    14      block size          : size of a data block (B)
1     word    16      wheel block size    : inside data block    (C)
1     word    18      wheel block offset  : within data block    (D)
1     int     20      number of blocks    : total number of data blocks
4     char    24      short track name    : e.g. BL2R
1     float   28      track ruler length  : total index distance
32    char    32      player              : text
32    char    64      car                 : text
32    char    96      track               : text
16    char    128     config              : text
16    char    144     weather             : text
8     char    160     LFS version         : text
1     byte    168     player flags        : driver aids etc (see NOTES)
1     byte    169     number of wheels    : usually 4
1     byte    170     HLVC legal          : 0=UNKNOWN 1=LEGAL 2=ILLEGAL
1     byte    171     number of splits    : including lap time
1     int     172     split 1             : ms
1     int     176     split 2             : ms
1     int     180     split 3             : ms
1     int     184     split 4             : ms
1     float   188     mass                : kg including driver
1     float   192     sprung mass         : kg including driver
1     float   196     R antiroll          : N/m
1     float   200     F antiroll          : N/m
1     float   204     final drive         : final drive ratio
1     byte    208     number of gears     : forward gears
3     byte    209     0                   :
7     float   212     gear ratios         : forward gear ratios
272   byte    240     0                   :
4     wheel   512     STATIC WHEEL INFO   : (see below)

STATIC WHEEL INFO : size 128 bytes per wheel

1     float   0       X                   : relative to reference point
1     float   4       Y                   : relative to reference point
1     float   8       Z                   : relative to reference point
1     float   12      radius              : unloaded
1     float   16      width               : at widest point
1     float   20      maximum deflect     : suspension travel
4     byte    24      0                   :
1     byte    28      0                   :
1     byte    29      tyre type           : (see NOTES)
2     byte    30      0                   :
1     float   32      spring constant     : N/m
1     float   36      damping (C)         : Ns/m
1     float   40      damping (R)         : Ns/m
1     float   44      max brake torque    : Nm
80    byte    48      0                   :

DATA BLOCKS : 192 bytes (B) every 100th of a second

1     float   0       throttle            : 0 to 1
1     float   4       brake               : 0 to 1
1     float   8       input steer         : radians
1     float   12      clutch              : 0 to 1
1     float   16      handbrake           : 0 to 1
1     byte    20      gear                : 0=R, 1=N, 2=first gear
1     char    21      lateral G * 20      : -120 to 120 = -6 to 6 G
1     char    22      forward G * 20      : -120 to 120 = -6 to 6 G
1     char    23      upwards G * 20      : -120 to 120 = -6 to 6 G
1     float   24      speed               : m/s
1     float   28      car distance        : m - travelled by car
1     int     32      position X          : map X    (1m = 65536)
1     int     36      position Y          : map Y    (1m = 65536)
1     int     40      position Z          : altitude (1m = 65536)
1     float   44      engine speed        : radians/s
1     float   48      index distance      : m - track ruler measurement
1     short   52      RX                  : x of right-vector
1     short   54      RY                  : y of right-vector
1     short   56      RZ                  : z of right-vector
1     short   58      FX                  : x of forward-vector
1     short   60      FY                  : y of forward-vector
1     short   62      FZ                  : z of forward-vector
4     wheel   64 (D)  DYNAMIC WHEEL INFO  : (see below)

DYNAMIC WHEEL INFO : size 32 bytes (C) per wheel

1     float   0       suspension deflect  : compression from unloaded
1     float   4       steer               : including Ackermann and toe
1     float   12      X force             : force right
1     float   16      Y force             : force forward
1     float   8       vertical load       : perpendicular to surface
1     float   20      angular velocity    : radians/s
1     float   24      lean rel. to road   : radians a-c viewed from rear
1     byte    28      air temperature     : degrees C
1     byte    29      slip fraction       : (0 to 255 - see below)
1     byte    30      0                   :
1     byte    31      0                   :


NOTES :
=======

Axes
----
X - right
Y - forward
Z - up

To work out heading from the forward-vector
-------------------------------------------
float b = FX / 32767.0f;        // convert FX to a float from -1 to 1
float e = FY / 32767.0f;        // convert FY to a float from -1 to 1
float heading = atan2(-b, e);   // heading (anti-clockwise from above)

Player flags
------------
LEFT HAND DRIVE     1
GEAR CHANGE CUT     2
GEAR CHANGE BLIP    4
AUTO SHIFT          8
SHIFTER             16
RESERVED            32
BRAKING HELP        64
AXIS CLUTCH         128

Tyre types
----------
RACE R1             0
RACE R2             1
RACE R3             2
RACE R4             3
ROAD SUPER          4
ROAD NORMAL         5
HYBRID              6
KNOBBLY             7

Slip fraction
-------------
This is the dynamic value of the current combined slip ratio relative
to the combined slip ratio that would provide the greatest force.

0 to 254 - slip ratio increasing up to maximum force available
255 - slip ratio exceeds the maximum force slip ratio

SPR

Single player replay file header format.

SPR file header format : Live for Speed 0.6B
========================


TYPES :
=======

char : 1-byte ascii character
byte : 1-byte integer
word : 2-byte integer
int  : 4-byte integer, lowest byte first
time : 4 bytes [min | sec | 100ths | 1000ths]


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------
6     char    0       LFSSPR              : do not read file if no match
1     byte    6       file version high   : ignore
1     byte    7       file version low    : ignore
1     byte    8       SPR version         : ignore
1     byte    9       reserved            : -
1     byte    10      reserved            : -
1     byte    11      qual mins           : qualifying time
1     byte    12      laps byte           : laps / hours (see NOTES)
1     byte    13      skill               : skill level (0,1,2,3,4)
1     byte    14      wind                : 0=off 1=weak 2=strong
1     byte    15      hotlap mode         : 0=no 1=yes 2=custom 3=invalid
8     char    16      LFS version         : text, ends 0
4     char    24      short track name    : e.g. BL2R
1     byte    28      added mass          : hotlap only
1     byte    29      intake restrict     : hotlap only
1     byte    30      abs enabled         : hotlap only
1     byte    31      0                   : -
32    char    32      track name          : text, ends 0
32    char    64      user name           : text, ends 0
32    char    96      car name            : text, ends 0
1     byte    128     config              : 1,2,3... (first config is 1)
1     byte    129     reversed            : 0=no 1=yes
1     byte    130     weather             : 0,1,2... (first weather is 0)
1     byte    131     number of drivers   : total cars in race
1     word    132     player flags        : driver settings (see NOTES)
1     byte    134     hlvc best lap       : the lap of the split times
1     byte    135     number of splits    : including lap time
1     time    136     split 1             : msht time (first check point)
1     time    140     split 2             : msht time
1     time    144     split 3             : msht time
1     time    148     split 4             : msht time
1     int     152     flags               : -
1     int     156     replay length       : centiseconds (0 if unknown)
32    char    160     local driver name   : including colours

The rest of the file is the actual SPR data


NOTES :
=======

Laps Byte (lb) has various meanings :
---------
0            : practice
1-99         : number of laps...   laps  = lb
100-190      : 100 to 1000 laps... laps  = (lb - 100) * 10 + 100
191-238      : 1 to 48 hours...    hours = lb - 190

Player Flags
------------
PIF_SWAPSIDE       1
PIF_RESERVED_2     2
PIF_RESERVED_4     4
PIF_AUTOGEARS      8
PIF_SHIFTER        16
PIF_RESERVED_32    32
PIF_HELP_B         64
PIF_AXIS_CLUTCH    128
PIF_INPITS         256
PIF_AUTOCLUTCH     512
PIF_MOUSE          1024
PIF_KB_NO_HELP     2048
PIF_KB_STABILISED  4096
PIF_CUSTOM_VIEW    8192

MPR

Multiplayer file header format.

MPR file header format for LFS S2 : 0.5X9
=========================================


TYPES :
=======

char : 1-byte ascii character
byte : 1-byte integer
word : 2-byte integer
int  : 4-byte integer, lowest byte first


FILE DESCRIPTION :
==================

num   unit    offset  description
---   ----    ------  -----------

6     char    0       LFSMPR              : do not read file if no match
1     byte    6       game version        : ignore
1     byte    7       game revision       : ignore
1     byte    8       MPR version         : ignore
1     byte    9       immediate start     : joined already running game
1     byte    10      reserved            : -
1     byte    11      reserved            : -
1     int     12      rules               : -
1     int     16      flags               : -
1     byte    20      laps byte           : laps / hours (see notes)
1     byte    21      skill               : skill level (0,1,2,3,4)
1     byte    22      wind                : 0=off 1=weak 2=strong
1     byte    23      num players         : players at start of race
8     char    24      LFS version         : text, ends 0
4     char    32      short track name    : e.g. BL2R
1     int     36      start time (UTC)    : seconds from 00:00 1/1/1970
32    char    40      track name          : text, ends 0
1     byte    72      config              : 1,2,3.. (first config is 1)
1     byte    73      reversed            : 0=no 1=yes
1     byte    74      weather             : 0,1,2.. (first weather is 0)
1     byte    75      num finished (NF)   : players in results table
1     int     76      0                   : -
NF    result  80      RESULT INFO         : (see below)

RESULT INFO : size 80 bytes per finished player

24    char    0       player name         : text, ends 0, no colours
8     char    24      number plate        : text, NOTE : NO ZERO AT END
4     char    32      short car name      : text, ends 0
24    byte    36      lfs user name       : text, ends 0
1     word    60      laps done           : total laps completed
1     word    62      player flags        : driver settings (see NOTES)
1     byte    64      confirm flags       : penalties (see NOTES)
1     byte    65      number of stops     : pit stops count
1     word    66      penalty seconds     : penalty time added
1     int     68      overall time        : milliseconds
1     int     72      best lap time       : milliseconds
1     byte    76      0                   : -
1     byte    77      start position      : 0 = unknown, 1 = pole, etc.
1     byte    78      handicap mass       : kg
1     byte    79      intake restriction  : %

The rest of the file is the actual MPR data


NOTES :
=======

Laps Byte (lb) has various meanings :
---------
0            : practice
1-99         : number of laps...   laps  = lb
100-190      : 100 to 1000 laps... laps  = (lb - 100) * 10 + 100
191-238      : 1 to 48 hours...    hours = lb - 190

Player Flags
------------
LEFT HAND DRIVE     1
GEAR CHANGE CUT     2
GEAR CHANGE BLIP    4
AUTO SHIFT          8
SHIFTER             16
RESERVED            32
BRAKING HELP        64
AXIS CLUTCH         128
RESERVED            256
AUTO CLUTCH         512
MOUSE               1024
KB NO HELP          2048
KB STABILISED       4096

Confirmation Flags
------------------
MENTIONED           1
CONFIRMED           2
PENALTY_DT          4   <-- disqualified
PENALTY_SG          8   <-- disqualified
PENALTY_30          16
CONF_PENALTY_45     32
CONF_DID_NOT_PIT    64  <-- disqualified

CAR_info.bin

Press letter O in the garage to export CAR_info.bin

// File format for CAR_info.bin files (LFS 0.5U15)
// -----------------------------------------------

offset  description

0       identifier : LFS_CI
6       0 byte
7       version : currently 1 - do not read file if increased
8       short car name (3 chars + zero)
12      byte : passengers - bit 0:driver, 1:front, 2:r_left,
                                3:r_midde, 4:r_right
13      0 byte
14      0 byte
15      0 byte

// Body matrix - 9 floats - in LFS, X right, Y forward, Z up

16      Body matrix : (a, d, g) is right vector,
                      (b, e, h) forward,
                      (c, f, i) up

// From this point, most values are 4 byte floating point or
   4 byte integer values

52      Reference point position in WORLD coordinates
                        x, y, z (integer : 65535=ONE)
64      CoG             position in WORLD coordinates
                        x, y, z (integer : 65535=ONE)
76      CoG relative to reference point, in LOCAL coordinates
                        x, y, z (float)
88      Fuel Tank Pos  rel to ref point, in LOCAL coordinates
                        x, y, z (float)

100     0
        0
        0

112     0
        0
        0
        0

// Now 4 aero blocks - rear wing, front wing,
                       undertray, body : 20 bytes each)

128     Position : x, y, z
        Lift : multiply by speed squared to get lift value
        Drag : multiply by speed squared to get drag value

// Moment of inertia matrix, required for dynamic modelling

208     moment of inertia matrix (9 floats : 36 bytes)
        0
        0
        0

256     max torque (Nm)
        @rpm
        max power (kW)
        @rpm

272     fuel litres
        mass total
        approx wheelbase in metres (at zero suspension compress)
        approx weight distribution (at zero suspension compress)

288     byte : number of forward gears
        byte : Drive - 1=rwd, 2=fwd, 3=all
        0 byte
        0 byte
292     torque split
        drivetrain efficiency
        0

304     reverse gear
        1st gear
        ...
        7th gear

336     final drive ratio
        0
        0
        0

352     parallel steer (1 = parallel)
        brake strength
        brake balance
        0

368     0
        0
        0
        0

// offset 384 - wheels : rear then front
                         left then right
                         128 bytes each

0       tyre type byte
        0 byte
        0 byte
        0 byte
4       pressure
        air temperature
        toe in

16      centre of contact patch (local coords x, y, x)
        unsprung mass

32      width of tyre
        sidewall height proportion of width
        rim radius
        rim width

48      spring constant (vertical, at wheel)
        damping - compression
        damping - rebound
        anti roll

64      camber
        inclination
        caster
        scrub radius

80      moment of inertia
        current suspension deflection (vertical, at wheel)
        maximum suspension deflection
        0

96      tyre spring constant at current deflection / temperature
        current vertical tyre deflection
        0
        0

112     0
        0
        0
    0